Share this post

Link to post

Share on other sites

@catfood As a new CS mapper, just from the OV, the map looks like it has too much going on. Then again, could be the noob Hammer in me.

edit: after a bot play test, T spawn seems to force you to A, instead of a quick A, B or Mid option. I like the theme and the textures. There's a couple of brush railings for stairs that are too high, both on A side of map. Far right stairs from T up to A and CT spawn left arch to A. Feels like the map needs to tighten up with less paths.

Share this post

Link to post

Share on other sites

Hello Mapcore It's been a while, I've been very busy working on ruby the past couple of months so I thought it was time to re-release a preview of the map to the workshop and give you guys a heads up of whats going on.

First screenshots:

A site terrorist entry

Mid / B-short

Terrorist spawn

Back of Mid

In the screenshot above you can see I've added a extra option / angle where the terrorists can fight over each bombsite I also gave them a extra path to rotate more easily through mid whilst trying to keep the map from becoming over complicated.
Playing as CT you can still defend and watch all angles if you play two A one mid and two B.

The reason I made these changes came from the many playtests that were held. A lot of times it seemed that the terrorists got stuck quite easily if the CT's would just smoke the entry paths to the bombsites. I found this became boring real fast and wanted to give the Terrorists a bit more space to work with but that of course won't make them overpowered.

So I added a few options where the terrorists can work together over small areas near the bombsite where they can win a extra angle or option to fight over the bombsite and not just adding another entry point to the bombsite itself because this would make it unfair and to hard for the CT's to defend.
There's already been quite a few playtests where I saw the terrorist team working together in theses areas and even if they finally got to the bombsite or not it was great to see how the fights worked out and I'm quite satisfied how the map plays overall right now. The only thing I'm still concerned about right now is the new route near mid this seemed sometimes a bit too much because you also have the upper route you can take from mid.

I'm gonna stop right here because I don't want this to become a too long didn't read kinda thing. I hope you guys like where the map is heading and might you have any questions or feedback please let me know!

You definitely did your homework, I'm from Portugal and that already feels like home to me.

That's very nice to hear I hope to do justice to your beatifull country

@Hackerman This is very usefull thanks a lot although most clips you pointed out will be fixed during the development progress later on unless they are gamebreaking then i'll try to fix them right away. And i'm glad you like the designer palm tree hehe

Share this post

Link to post

Share on other sites

Hello!
Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop!

The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having:
~100 custom models
~60 custom materials
~100 custom sounds
All based on the Portuguese city.

The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level.
There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake!

Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development.
And please let me know what you guys think of the end result!

Share this post

Link to post

Share on other sites

Hello!
Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop!

The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having:
~100 custom models
~60 custom materials
~100 custom sounds
All based on the Portuguese city.

The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level.
There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake!

Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development.
And please let me know what you guys think of the end result!

I think this is your strongest work yet. The sparkling ocean effect (sprite?) is really fun. In the past you’ve maybe not had the most realistic style, but you truly made it work here without losing any of your charm. Interested to play it soon!